PoisonAlchemist: Man Muro, you boost my confidence and then you just go crush it with a heartbreaking work of staggering genius.Pariah: Don't tell him things like that, if his head gets any bigger he'll float off like a weather ballon :p

PoisonAlchemist: Man Muro, you boost my confidence and then you just go crush it with a heartbreaking work of staggering genius.Pariah: Don't tell him things like that, if his head gets any bigger he'll float off like a weather ballon :p

--Pariah, I love that your introducing the element of magic into the game, but you do realize, that you cant cast more than 1 spell per day right? you need rest...then you can summon gut-demons again tomorrow to your heart's delight. BTW, how does that gut-creature spell work anyway?

PoisonAlchemist: Man Muro, you boost my confidence and then you just go crush it with a heartbreaking work of staggering genius.Pariah: Don't tell him things like that, if his head gets any bigger he'll float off like a weather ballon :p

This spell allows you to animate dead body parts, granting them unlife and mobility. The parts to be animated must come from a humanoid of Medium size who died within 1 day per caster level. Once animated, the body parts are completely under your control. They can obey only simple commands such as “Attack” or “Stay here” (the exception to this is if you animate a necerebro, which is quite intelligent). You may animate a total number of undead body parts equal to your caster level with a single casting of this spell. No mater how many times you cast this spell, you can control only up to half your caster level in Hit Dice of undead body parts. Undead created by this spell do not count towards the limit for other spells, such as animate dead.Use the statistics for the indicated creature, based upon what body part(s) you animate (statistics for these creature can be found here):Origins

An oozing pile of some revolting substance sits on the ground. Without warning, it lashes out towards you with a slick tentacle.

A deathgut is a revolting undead creature created from the organs of a freshly killed humanoid. It constantly oozes and bubbles, its body covered in a caustic acid. Deathguts, unlike other corpus morti, are active hunters, and unchecked deathguts are often evil, killing any living creature it comes into contact with. Although it actually needs very little to survive, a deathgut will consume anything it encounters, adding the slain creature’s organs into its mass.

Deathguts are the most difficult corpus morti to control, as their natural instinct is to attack everything. If a necromancer is not careful, he could very easily wind up being a victim to his own familiar. Deathguts do not speak, but they understand any languages spoken by their creator. An average deathgut weighs about 25 pounds.

CombatDeathguts, if left uncontrolled, attack anything they view as food. They usually grapple an opponent and try to dissolve it as quickly as possible with their acid.

Improved Grab (Ex): To use this ability, a deathgut must hit with its tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Also, I guess it's all in 3 or 3.5 Muro, and I never played 1st, so you's gets to convert.

Logged

For the love of meat, shut up! No one wants to hear your emo character background! My hands are literally melting away, and I'm complaining less than you!—K'seliss, Goblins

--anyone interested in the Flindbar? If nothing else, its an extremely rare weapon to come across. Only flinds use it effectively, though rumors of human warriors who have mastered the fighting style exist.

--Interested or not, you may add 30 XP for it now. If you sell it to that guy who's 'worlds greatest weapon collection' is missing only that 'dang Flindbar' and get mucho gold, you'll get more xp later.

--You know, now that I think about it, a restful rendezvous in town as you hatch your "plan" is not a bad idea..your choice, no matter to me. Then again, Ganse is a sorry town.

--the dwarf had NO valuables on him, none. Except 1 gold coin, Dujek found when he gutted him, and a plain pearl earring Aerex found while contemplating decapitation. (value-??). The Flind bore a necklace of various teeth(value-??), but like the dwarf, the gnoll apparently chose NOT to bring his "treasure" along on its midnight mission of murder...sorry

PoisonAlchemist: Man Muro, you boost my confidence and then you just go crush it with a heartbreaking work of staggering genius.Pariah: Don't tell him things like that, if his head gets any bigger he'll float off like a weather ballon :p

We have no plan for facing combat. Clerics and rogues were nailed on the front line and our warrior had to stand alone. That is a bad strategy. We need to regroup and figure out how we are going to face combat when we have more to face than a badass dwarf and a flind. At this point a band of goblins could kick our collective butts.

Kadaran is a rather non-descript young man of 20 years. He is tall, slightly underweight and has the pallor of one who has spent too much time in front of books and out of the sun. Generally quiet and unimposing, this is further reinforced by the drab grey robe he wears. His bear head sports a crown of generally dishevaled black hair, and grey blue eyes look out from under the disordered bangs.

Background:

Kadarin has not always been a bookworm. Born of a poor familiy, he spent much time on the streets, supplimenting his family'smean income however he could manage. Facinated by magic, he taught himself slight of hand, with some help from a local rogue.He also read up on as much Alchemy as he could find, and spent a great deal of time trying to poison rats and insects.Real magic, Kadarin thought, was a door closed to him. Amused by his nephew's skills, Kadarin's uncle, a local 'buisnessman' with many links to organized crime, sponsored Kadarin into true magic studies. With his uncle as a patron, he quickly excelled in his training. He did, however, come out of his training with a rather large debt with his Uncle. When asked, his uncle simply said"Don't worry, when the time comes, I'm sure you'll pay me back. We have plans." He would not elaborate further, and Kadarin did not press the matter.

Now Kadarin is obesessed with settling accounts with his uncle, on his own terms. He fears that the payment will cost him more thangold, as he knows his uncle is not a good man. Kadarin wants to accumulate enough gold to cancel his debt before his uncle names hisprice....

I agree with Wulf - lets take a pause either at the fork in the cave, or even back outside. Regroup, plan out future battle-tactics, and hell - get to know the new guy! I mean, come on - we've not spoken a word to him before rushing off into an unknown cave, plus he's back outside, cheek half-ripped off. It certainly doesn't seem in character for any one of the party members to go rushing off into a cave with half the group nearly dead, the other half without spells and with no idea what's going on in there - no matter how little they know each other.Perhaps send ONE scout in to check for immediate danger, but not to engage further threats.

We need to head back to town, and turn in the heads of Red Hatchet (bringing the beard too) as well as the heads of BOTH flinds. This could net us some credit with the local authorities, as well as some more GP if there is a reward. we could re-equip, see if Ganse has the equivalent of an arms and armor shop, or a place to pick up some healing potions.

None of us can see in the dark, so any scout would have to carry a light source. The probability his going unnoticed is low.

I recommend that we retreat to a safe location with good lines of sight and maintain a cold camp there. Something like a thicket, where the brush will hide us and allow us some shelter against the storm. In the morning, rested and with a full spell loadout, we can complete the exploration of the caverns before returning to town to refit.

Muro, I am going to get me a familar. I'd kinda like something cute and cuddly... Like this. But I could really care less if you gave me something weird, like the three eyed marmaset of cambodia, or some such drivel.

Logged

For the love of meat, shut up! No one wants to hear your emo character background! My hands are literally melting away, and I'm complaining less than you!—K'seliss, Goblins

PoisonAlchemist: Man Muro, you boost my confidence and then you just go crush it with a heartbreaking work of staggering genius.Pariah: Don't tell him things like that, if his head gets any bigger he'll float off like a weather ballon :p

We have a need for a party treasurer. Since I'm already keeping track of XP, I might as well keep track of that. I would be very grateful if someone could post a total of what we currently have, stuff and gold.

Some new boots! One of the old ones are a little bit drafty A couple 'o torchesA couple 'o Iron spikes (Yay!)Restocking several days of basic rationsA decent wood-carving daggerA couple small leather belt pouches (To hold broken glass shards in)A sharp needle and some good, strong thread (With which his first use will be sewing up the holes in his left leather glove!)